Zero Killed is a tactical multiplayer VR shooter that mixes tactical gameplay, engaging PvP multiplayer, a rich choice of equipment, and gadgets with a dash of sci-fi. All put into VR with unrestricted movement and an advanced collision system for full immersion.
[h1][b]On your marks, Zeros![/b][/h1]
We’re here to share some important news with you today, but first things first. You’re well aware of where we started when we first launched Zero Killed on Early Access, and you know where we are now. Slowly but steadily we’re getting there – meaning to a point where we, as developers and most importantly you, the Zero Killed community, can be proud of our game. We wouldn’t be able to achieve that without your continuous support, endless discussions on Discord (which we love), lists of features requested (keep them coming!) and bugs reported (and killed). And that is precisely why we’ve decided to stay in Early Access for a bit longer. It’s not because of what the game is right now (even though it still requires some improvements), but it’s because of what the game can become with some more time and dedication from both us and you. Of course we do have a new launch date in mind, supported with a solid development plan; however, for the time being we’d like to focus on polishing current features and adding new ones. Once we’re done with this part, we’ll share the new date with you.
[h1][b]All right then – so what’s in the upcoming update?[/b][/h1]
Well, as you already know, the plan for now is to release a patch every Monday, so you can see we’re working on the game, check out the progress, and share your thoughts. At the same time we felt like this time we could make an exception and share the update a little early, this weekend, as it’s a big one!
To begin with, we’re back with [b]fully functioning in-game voice chat[/b], which will help your team improve cooperation and in result tactics, without having to use external voice apps. It will work on both Oculus and Vive headsets. On top of that you can also expect:
[list]
[*] More context – to map goals to help new players understand what they should do now to win;
[*] New UI for the lobby room that shows map selection, available game modes, etc.;
[*] A big improvement to grenade throwing;
[*] A lot of balance changes and improvements to tactical aspects of the game.
[*] Much more - see full changelog when the patch hits the main server!
[/list]
ICYMI – What we already had, but worth mentioning:
[list]
[*] We’ve added bots to Zero Killed. They've been slightly improved since then, and we will continue to make them even better. Simply choose the Evasion game mode, and you will join a game with bots. Other players will also be able to join you there.
[*] Maps have lighting scenarios. Each map has different lighting depending on the game mode, so this adds a lot of differentiation and an enriched color palette to the game.
[*] Game Settings expanded, with many graphical and gameplay options you’ve requested.
[/list]
[h1][b]Plans?[/b][/h1]
Hard work of course! In order to stay up to date with the current state of development and what we have planned, please follow this topic: https://steamcommunity.com/app/645930/discussions/0/1728711392736861078/.
We update it regularly to always keep you informed about what’s going on. You can also reach out to us anytime via our Discord channel, currently with over 400 community members. This is the best place to be if you’d like to talk tactics with other players or if you have any questions for us. Or you can get notified about cool events, like the large play session involving us and our community members that we plan to organize after this update. The exact time will be announced on Discord. Last but not least, don’t forget to follow us on Facebook and Twitter for helpful tips, screenshots, concept art and GIFs showing what awaits you in The Zone.
[b]Stay vigilant, Zeros![/b]
Ignibit Team